Indie Games Spotlight for October 14th, 2012

By mancide, 6 years ago
Smooth Operators challenges your skills at running a call center.

External image

External image

External image

Create and build your own Call Center in Smooth Operators. Develop client relationships while balancing your financials and workload. Plan an efficient operation through micro management of your workforce.Can you create a successful Call Center?

RELEASE DATE: 9/14/2012
DEVELOPER: Andreas Heydeck
GENRE: Strategy & Simulation

Offline players 1
Dolby Digital
Smooth Operators is a simulation game in which you simulate all aspects of running a call center. From securing contracts, to hiring employees, even making the decision of where to place the break rooms. Smooth Operators allows you to make your call center your own.

Simple controls allow you to focus on building your call center empire and not remembering how to build a new operations room.

I got a chance to talk with Andreas about the development of Smooth Operators.

How long have you been developing games?

I did my first game back in the 90's, but laid it on ice for a while. I picked it up again in 2009-2010.

What are some games that you would point to that are your greatest sources of inspiration? On the converse, which games have you learned mechanics that you have chosen not implement into your games?

If we're talking Smooth Operators, then SimTower is definitely a huge source of inspiration.
Games i've learned mechanics that i've not implemented in my games are pretty much all other games!

How much time do you typically spend on developing a title?

I haven't done so many titles yet, but the time spent on my recent titles vary a lot. For Meep, i was also learning the framework so i spent maybe 100-150 hours or so there. For Meep 2 i'd say maybe 50 hours. Smooth Operators has probably taken me approximately around 250 hours.

Smooth is a lot more complex than the earlier work i've done, and i can tell that i've learnt a lot in these years. If i did this in 2010 when i first wanted to, then it would have taken a lot longer.

What drove you to participate in the Indie Games Uprising promotion?

Well, i was just browsing the XNA forums and saw the thread about a new uprising and remembered that i had posted in it earlier. So i thought that i would take a look at how things were going. To my surprise someone (I think it was Michael) had suggested Smooth for consideration, so i replied and said that i'd be happy to enter it into the Uprising, and everything just kept rolling from there.

What is the greatest asset to the Xbox Live Indie Games community? What
is the biggest detractor?

There are a lot of great assets, really. Firstly i'd say the MVP's, but not naming anyone in particular. Secondly i'd say some of the blogs and review sites that revolves XBLIG that are really strengthening the community feeling. Not to mention the fantastic and helpful devs!
Biggest detractor... i would say that the future for XBLIG is it's biggest detractor.

What is the most significant thing you took away from the development

Haha, i think i would have to say design documents. Didn't do any documents at all for Smooth, except for a list of required graphic assets that i sent to Murry, the artist!

Note to self: Create a fricking design document for next project!

Fans of simulation games should definitely add Smooth Operators to your Indie Games collection for 80 MSP.

If you have an Xbox Live Indie Game that you feel should be featured in an edition of the Indie Games Spotlight, please PM your suggestions to mancide.
Written by mancide
When not enjoying video games, our fearless newshound enjoys an nice pint of fermented barley and hops in a variety of styles. India Pale Ales, Stouts, Porters, Witbiers, Saisons, Gose, Lambics, Barleywine, you name it. If it has water, malted barley, hops and yeast in it, I'll consume it. I also enjoy all things technological, Doctor Who, wrasslin, traveling, and spending time with my family.